Potentials (VC2)

Contents

Personal Potentials

Personal Potentials reflect a given character's personality, and can be good or bad. Effects can vary from extremely great (for example, Lavinia Lane's Tank Mastery, which permanently improves all of her stats) to horribly bad (such as Magari's Stage Fright, which may render her unable to move when sighted by multiple enemies).

All members of Class G start with a hidden Personal Potential. To awaken a character's hidden Personal Potential, the player must complete their Classmate Mission, which becomes available after the player sees three of their events unlocked by spending enough CP on them in battle. Completing a classmate's mission will either unlock the "?" Potential or replace an existing negative potential. The exceptions to this rule are the core members of Class G (Avan, Aliasse, Zeri, and Cosette), who unlock their hidden Personal Potentials as the player advances through the main story.

Battle Potentials

Battle Potentials vary depending on a character's current class, with each class having 4 Battle Potentials available. The first is identical across all classes available to that character (with the exception of Avan, who has different first Potentials for each main class tree, which are identical across their respective sub-classes), the second is unique to that class, the third is initially hidden, with a chance of revealing itself when the normal triggering condition is met, and the fourth is an empty slot which can be filled with any revealed third Potential from another class.

To increase the chances of activating a Battle Potential, maximize Morale and spend more CP on the character you wish to activate the Potential on (It has been proven that a character maximizes their chances of awakening a Potential if more than 25 CP is spent on them).

Potential Triggers

Starting a Turn (Including after Attacking)

Accuracy Boost

Advanced Attack

Dismantle

Diversion

Eagle Eye

Feint

Invincible

Max Accuracy

Max Aid Range

Max Defense

Max Evasion

Max Exploit

Max First Aid

Max Resist

Max Vs Armor

Max Vs Personnel

Poison Resist

Range Extension

Side Defense

Speed Burst

Super Accuracy

Super Aid Range

Super Defense

Super Evasion

Super Resist

Super Vs Armor

Super Vs Personnel

Total Defense

Attacking

Concentration

Critical Attack

Deadly Aim

Neutralize

Packed Charges

Penetration

Super Exploit

Suppression

Tank Destroyer

Uncounterable

Unevadable Shot

Enemy Counters

Perfect Dodge

Enemy Counters while At Close Range

Close Quarters

After an Attack

Ammo Refill

Cover Stance

Double Action

Double Attack

Full HP Recovery

Med HP Recovery

Attacking an Enemy at Close Range

Contact Wound

Face-to-Face

Point Blank

Attacking an Enemy Out of Range

Ranged Shot

Attacking While Crouching

Prone Attack

Covert Attack

Moving Under Interception Fire

Anti-Intercept

Assault Stance

Armored Traits

Clear Thought

Stand Ready

Third Eye

Stepping on a Landmine

Dud Mine

Moving near 2 or more Tanks

Tank Slayer

Closing in on the Enemy at Medium Range

Ambush Spotter

Clear Shot

Moving with No One in the Area

Backup Sniping

Move Until Half of AP

Second Wind

Moving Until AP Reaches 0

Double Movement

After Taking an Action

Cover Stance

Double Action

When HP Hits 0

Phoenix

When Healing with Ragnaid

Super First Aid

When Healing with Ragnaid in mid range

Aid Range Boost

While Repairing a Vehicle

Super Repair

Transitioning in Target Mode

Power Throw

List of Potentials

A Friendly Hand (P) - The sense of security when fighting alongside a close friend raises accuracy and attack power against infantry.